I'll explain. I'm playing kingmaker and I am the general and twin brother of the king. We gave our characters a targeryenish style. We are both dragon disciples the king a chsrismatic sorc/dd and the general a sorc/ ranger/dd. So, this being said i play with a bardiche taking advantage of reach, mist spells and blindsight. My only problem is carrying a big axeish weapon around. Specially when is convenient to switch to natural attacks.
The gauntlet comes into play for rp reasons mostly. I made a red "dragonclaw" spiked gauntlet the symbol of my authority and the banner of the realm.

Hi guys. I need help mixing a glove of dtoring and a +1 gauntlet. Im not sure how much does this cost or how should i consider the pricing. Since one is a weapon enhancement and the other a wonderous item. Any advice will be appreciated

so, in the campaign I´m playing, we got a +2 fey bane bardiche that my dragon disciple is currently using. and since its a powerful weapon with some story behind (I dont wanna let some spoilers out, so I wont tell more) I thouoght that it deserves to have a name, but I´m kinda stuck, I don´t wanna name it "feycleaver/feyslayer/feychopper" or something like that, so I´m taking suggestions from you people :)

well, i built a ranger/sorc/DD with a bardiche and a spiked gauntlet hoping to enlarge myself and threat 20ft but my GM says that i cant throw a punch with a gauntlet and an attack whith the bardiche at the same time (i have combat reflexes) is this correct? if it is so, should i switch to a spiked armor instead?

the crafter has to pay only the difference between the cloak +1 and the cloak +2, that beig 1500 gp, it matters not that it´s slotted, he is upgrading an existing item, not adding another power/boost/bonus, same with weapons, armor, ring of protection, amulet of nat. armor atc

well a rakshasa tiefling gets +2 cha +2 dex so this plus the "tieflings consider their CH +2 for sorcerer thingies" gets you a +4 to cha, add an agile amulet of mighty fists and you got a bonus to hit, to damage, more AC and better cha

hi, i´ve been checking the forum about a cleric with a familiar using it to deliver touch spells and so far it seems it works so what i want to try is this: i cast a spell like harm/bestow curse and i make the familiar the toucher, next round, i use the chaos domain power to make the enemy roll twice and take the worst THEN my familiar makes the touch attack. i know it takes 2 rounds to work but it could be a very powerful save or die against a boss or something like that

well i can`t really help with this because i have`t checked the feats, but i think that what bigtuna tries to point is that by lvl 7-10, the mobs do a lot of damageso if you have like 10 or less HP left, one swing will probably kill you for good,so all those feats should be invested in not being punched

my friends and i play RotRL and we got a halfling monk with touch of serenity and he is by far the best tank i`ve seen, without being optimized, he just has ridiculous AC, usually goes first, moves a ton and blocks/uses the ToS on a big guy untill the rest of us catch up

so i was checking this archetype that looks like the kind of char i usually play and i wanted some feedback about it, is it really good? bad? underpowered?
and also:
Elven Arcana (Ex): At 2nd level, an ancient lorekeeper’s
mastery of elven legends and philosophy has allowed her
to master one spell used by elven wizards. She selects one
spell from the sorcerer/wizard spell list that is at least one
level lower than the highest-level oracle spell she can cast.
The ancient lorekeeper gains this as a bonus spell known.
The spell is treated as one level higher than its true level
for all purposes. The ancient lorekeeper may choose an
additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and
18th levels. This ability replaces the bonus spells she would
normally gain at these levels from her chosen mystery
(bold mine)
this means that at lvl 2 i gotta pick a wizard cantrip and i can cast it as a 1st lvl spell?

well the main thing i think is that the text says "fuse grenade as if it were a splash weapon" so it technically is not, but behaves as if, this is what confuses me about applying the alchemist rules on thrown stuff or not

i was reading the prestige class thinking of a lorewarden/SoW character and it seems that it does not say if it has prof in all weapons and armors, i checked the forum and i can`t seem to find an answer, so, what is it? because, i could build a lorewarden in fullplate with this combo if the PrC has the heavy armor prof.

here:
FUSE GRENADE PRICE 100 GP
WEIGHT 1 lb.
This hollow clay container holds a
small charge of black power and a
slow-burning fuse. Lighting the fuse
is a move action; 1d3 rounds later
the grenade explodes, dealing 2d6
points of bludgeoning damage and
1d6 points of fire damage in a 10-foot-radius burst (Reflex DC
15 halves). You throw a fuse grenade as if it were a splash
weapon. Crafting this item is a DC 25 Craft (alchemy) check

and

PELLET GRENADE PRICE varies
WEIGHT 1 lb.
Iron 50 GP
Silver 70 GP
Cold iron 100 GP
Adamantine 150 GP
This variant of a fuse grenade
has most of the black powder
replaced with metal pellets. When
it explodes, it deals 1d6 points of
bludgeoning damage, 1d6 points
of piercing damage, and 1d6
points of fire damage in a 10-foot-radius burst (Reflex
DC 15 halves). A typical pellet grenade uses iron pellets,
but they can instead be packed with silver, cold iron, or
adamantine, bypassing damage reduction as appropriate
to that material type. Like ammunition, the pellets are
destroyed after one use. Crafting a pellet grenade is a DC
25 Craft (alchemy) check.

well, the GM is running the AP in the forgotten realms so instead of thassilon its narfell and there is an enchanter/red wizard in the party with ridiculous social skills, noone can escape his bluff/diplocacy/spells , so we dont have trouble there but since the beggining of the campaign we just know that the sihedron rune is "an old narfell/thassilonian rune" and we cant get furtherinfo ( with skill checks of 30+) all we know is that once upon a time narfell/thassilon enslaved giants and now some giants for some random reason started attacking ppl, then we found out that there is a warlord wizard called mokmurian who is supposed to be behind all this giant rampage, but we know nothing about karzoug or the other runelords (and why the hell those lamias where there)

hi everyone
first of all im not sure if this is the right sub forum so it its not, prease correct my mistake

ok the thing is, our party is lvl 11 and about to finish the stone giant fortress but so far, trying to recall all that happened so far, i cant find a connection, i mean the whole campaign seems to be like "you are there and something happens, you don`t know why, or who was behind, just go and solve it"

SPOILER ALERT

we just saw an aasimar going crazy and her party, a deathcult sponsored by a lamia, some , haunted houses, and then ogres ogres and ogres (plus the stone giants now) all that connects them is the sihedron rune and lamashtu, so, i dont really know if our DM is hiding too much info or its just that way, i mean we are more than half campaign done and we still got no idea of what we are doing besides killing giants

well maybe it seems powerful but it makes the wizard spend his standard action, that means that unless he has quickened spells, he sacrifices his action to help a fellow party member to hit the enemy (as far as I see, the descrition doesn`t say that the penalty is only against you)

hi people, i was wondering if the gaze of flames revelation alouds the character to see throught a obscuring mist or a fog cloud, here is the revelation

Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

i don´t mean to derail this but, going back to HIPS+spring attack, what about the darkness spell? ir a zone of shadowy illumination, the rogue should be able to move while hiding attack and hide again because of the shadows

if this does not work either, then theres really no point in being a rogue :/